pub struct GpuReadbackBuffer {
    chunk_buffer: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>,
    range_in_chunk: Range<BufferAddress>,
}
Expand description

A reserved slice for GPU readback.

Readback needs to happen from a buffer/texture with copy-source usage, as we need to copy the data from the GPU to this CPU accessible buffer.

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§chunk_buffer: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>§range_in_chunk: Range<BufferAddress>

Implementations§

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impl GpuReadbackBuffer

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pub fn read_texture2d( &mut self, encoder: &mut CommandEncoder, source: ImageCopyTexture<'_>, copy_extents: Extent3d ) -> Result<(), GpuReadbackError>

Populates the buffer with data from a single layer of a 2D texture.

Implementation note: Does 2D-only entirely for convenience as it greatly simplifies the input parameters. Additionally, we assume as tightly as possible packed data as this is by far the most common use.

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pub fn read_multiple_texture2d( &mut self, encoder: &mut CommandEncoder, sources_and_extents: &[(ImageCopyTexture<'_>, Extent3d)] ) -> Result<(), GpuReadbackError>

Reads multiple textures into the same buffer.

This is primarily useful if you need to make sure that data from all textures is available at the same time.

Special care has to be taken to ensure that the buffer is large enough.

ATTENTION: Keep in mind that internal offsets need to be a multiple of the texture block size! While readback buffer starts are guaranteed to be aligned correctly, there might need to be extra padding needed between texture copies. This method will add the required padding between the texture copies if necessary. Panics if the buffer is too small.

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